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Interactive Pen-And-Ink Rendering For Im PDF

This document describes a method for interactively rendering implicit surfaces in a pen-and-ink style. Silhouettes and feature contours are extracted from a coarse triangle mesh and iteratively refined using the implicit function to produce smooth lines. Hidden line removal is performed by projecting points onto the surface and rendering small discs. The method achieves interactive frame rates for static models and allows real-time deformation feedback during modeling.

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0% found this document useful (0 votes)
106 views1 page

Interactive Pen-And-Ink Rendering For Im PDF

This document describes a method for interactively rendering implicit surfaces in a pen-and-ink style. Silhouettes and feature contours are extracted from a coarse triangle mesh and iteratively refined using the implicit function to produce smooth lines. Hidden line removal is performed by projecting points onto the surface and rendering small discs. The method achieves interactive frame rates for static models and allows real-time deformation feedback during modeling.

Uploaded by

Swapnil Jaiswal
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Interactive Pen-and-Ink Rendering for Implicit Surfaces

Ryan Schmidt∗ Tobias Isenberg∗ Brian Wyvill∗


University of Calgary University of Calgary University of Calgary

(a) (b) (c) (d) (e)

Figure 1: An implicit surface model visualized using a smooth-shaded triangle mesh (a) and a pen-and-ink drawing (b). The generated
silhouettes (d) are much smoother than base mesh (c) and render at interactive rates. Suggestive contours (e) add important additional detail.

1 Introduction and implicit function. We have also experimented with sugges-


tive contours (radial curvature kr = 0), using a finite-difference ap-
proach which does not require third derivatives. Mesh resolution
The shape of a complex surface can often be conveyed with just appears to have more effect on suggestive contours, although we
“a few good lines”. Line rendering is particularly beneficial when have not carefully tuned the various available parameters.
visualizing implicit surfaces, as the cost of extracting sufficiently
accurate iso-surfaces can be very high. We are exploring the use of Hidden-line removal presents a challenge, as implicit surface ray-
low-resolution iso-surface meshes generated in real-time [Schmidt intersection is too slow. The coarse mesh can be used, however
et al. 2005] to interactively render implicit surfaces in a pen-and- feature lines will be erroneously clipped in areas of negative curva-
ink style. Our approach utilizes silhouettes and feature contours ture. Instead, we again utilize the base mesh. Points are distributed
extracted from coarse meshes as an initial approximation to the ac- on each triangle and projected to the surface. A small tangent disc
tual surface contours. These coarse feature lines are then iteratively is rendered into the z-buffer at each point, providing fast and rea-
refined using the implicit functions, producing smooth and highly sonably accurate hidden-line removal. In addition, these discs can
interactive results. be used to efficiently render stippling points (Fig. 1(b), 2(d)).

Rapid visualization is critical in interactive modeling systems, The base mesh also provides an efficient means for hierarchi-
where designers require real-time feedback as they manipulate cally organizing data, simplifying dynamic generation and visibil-
and deform the implicit surface. Recent pen-and-ink approaches ity culling. As a result there is little unnecessary pre-computation
for functional implicit surfaces [Foster et al. 2005] generate high- overhead, which improves response time during surface deforma-
quality but time-consuming results. The relatively high cost of im- tion. 15–30 fps are achieved for static manipulation of moderately-
plicit function evaluation prohibits interactive volume dataset gen- complex stippled models, and 1–5 fps during interactive editing.
eration, ruling out related methods [Burns et al. 2005]. Our ap-
proach, while demonstrated using implicit surfaces, is applicable
to any functional smooth surface, including NURBS surfaces. The
renderer is used for interactive visualization in a sketch-based mod-
eling system, where it has particular aesthetic value.
(a) (b) (c) (d)

2 Dynamic Silhouette Refinement Figure 2: Silhouette projection from the base mesh to the implicit
surface, silhouette subdivision, and final result with stippling.
We begin with a coarse base mesh (Fig. 2(a)). Silhouettes are ex-
tracted using standard brute-force sub-polygon methods. Accurate
surface normals and curvatures are computed from the implicit func- References
tion, not the mesh. The silhouette loops are then projected onto the
surface (Fig. 2(b)). On implicit surfaces this is done using a few
steps of gradient descent, on NURBS patches the surface points B URNS , M., K LAWE , J., RUSINKIEWICZ , S., F INKELSTEIN , A.,
AND D E C ARLO , D. 2005. Line Drawings from Volume Data.
can be directly evaluated. Then, the linear silhouette segments are
repeatedly subdivided and projected onto the surface until an error ACM Transactions on Graphics 24, 3 (July), 512–518.
threshold is reached (Fig. 2(c)). F OSTER , K., J EPP, P., W YVILL , B., S OUSA , M. C., G ALBRAITH ,
C., AND J ORGE , J. A. 2005. Pen-and-Ink for BlobTree Implicit
Our algorithm gives very good results for regular silhouettes Models. Computer Graphics Forum 24, 3 (Sept.), 267–276.
(N ·V = 0; see Fig. 1). The iterative refinement converges to the cor-
rect silhouette under relatively weak conditions on the base mesh S CHMIDT, R., W YVILL , B., AND G ALIN , E. 2005. Interactive
Implicit Modeling with Hierarchical Spatial Caching. In Proc.
∗ {rms | isenberg | blob}@cpsc.ucalgary.ca of Shape Modeling International, IEEE Inc., 104–113.

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